Given the frequency of the mirror, would River Sneak do better than Branchwalker?

I prefer BrachwalkerRivers Sneak bad topdeck when you already played you hand(you can say that about Elte too, but Elite more powerful card to start with)22 land actually not that many, since you want 2-3 spell per turn for Kumena and lords(you want 5 merfolks for Kumena on turn 4). So Branchwalker scry\draw quite relevant.

So I fixed the mana, and now this thing is humming. Just went 7-2 (1 loss due to mulligan, then 1 god draw for the opponent). Smoked both Dinos and Merfolk. One thing I've noticed about Merfolk decks, if you can get an Ixalan's off, they're in big trouble because they run so many copies of just a few creatures. And no enchant removal.

Thanks man!I really never thought I would make it. I remember being a kid and thinking I would never make 32 and run for President. In my early thirties I had doubts if I'd make 50. Well I'm here, don't feel one bit like it and plan to keep chugging along.

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It is better to remain silent and be thought a fool than to open one's mouth and remove all doubt. - Mark Twain

Here's a Boros build that has been doing pretty well, even though its missing a bunch of stuff (mainly the build around card which is path of mettle, which I don't have a single copy of yet... lol):

Creatures3 Rigging Runner (Not too sure about the runner. Lack of other 1-drops makes it slightly worse, but the rest of the deck should make attacking constant enough to trigger the raid...)4 Sky Terror (Probably the hardest creature to block in the game, excluding the obviously unblockable fish...)4 Relentless Raptor (These guys are so much fun, they're a nightmare for fish decks - especially when you have combat tricks) 2 Dire Fleet Daredevil (These guys are so good in this deck. Let them use their removal or draw spells, then, use them against them...)4 Adanto Vanguard (Probably too many of these, especially with the over-crowed 2-slot. Filler atm)1 Tocatli Honor Guard (This gal just shuts down merfolks and explore decks. Gives some dinos less value and has gotten some rage-quits of her own. Only got 1, but I don't think I'd overdo it, maybe for a sideboard)1 Kinjalli's Sunwing (Only have 1 atm, it's always a disruptive card and I could be persuaded to add another, although it won't help with the mettle)3 Rekindling Phoenix (My red birdie is just awesome. Key moment was when I used lightning strike on my own pheonix to avoid vraska's contempt - and then proceded to beat opp, with the reborn pheonix)2 Emissary of Sunrise (Filler... Hasn't been bad, but nothing to write home about)2 Captain Lannery Storm (Ramp/fixing with a hasty body... What's not to like?)

Utility/Removal2 Ixalan's Binding (Needs more, only got 2)2 Settle the Wreckage (Could probably run another, it has been instrumental against dino players who get over confident when it seems like they have the game won. Actually exiled 2 carnage tyrrants at the same time 1 game and opp promptly rage quitted)4 Lightning Strike

Mana-Sink/Ramp 1 Legion's Landing (Just because I'll flood every 3rd game or so...)

Combat trick3 Moment of Triumph (Nothing fancy, but does get some blow-outs with the relentless raptors now and then. Doesn't seem to show up when I need it though...)

The good part about being a rogue deck is opponents that are used to the meta will have a hard time figuring out what the hell your playing and this deck is quite anti-meta, although it won't stop merfolks or Dinos when they get those god-draws. Win rate has been very acceptable so far.

Lol, I was messing with a very similar list, we’re on basically the same page (differences mostly attributable to missing cards).

Some cards to look at/test:

Fanatical Firebrand? - decent 1 drop, fits with missing enchant, good for turning on Rigging Runner.Legion Conquistador? - decent value for a low power meta, almost a real card (e.g.: just shy of standard constructed playable - may even see some play in the right decks).

Also, I spent way too much time theorizing about Path of Mettle on the Arena deck forum, you should check that out. I'd love to build it but I don't want to spend the wildcards (fine, don't have the wildcards to spend) on it.

Also, everyone should check out the thread in General Strategy about the opening hand land algorithm.

In the future if you want to use it this forum supports autocarding.For a single card use the c command in brackets like this but without spaces in it [c ]Name of the Card[/ c]. So, let's say Legion's Landing with the code (You can see the code in use if you quote this post) would be Legion's Landing. Mouse over and the card will pop up.You can do full decks also by using the word "deck" in place of the letter c. Everything is the same. Unfortunately with the Arena export feature in order to autocard a full deck you have to remove the block and card number information for it to work right.In the meantime Welcome. As you can see we've been around a while and don't plan on going anywhere. This place will start really hopping when the NDA is removed and really, really hopping when the game comes out.

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It is better to remain silent and be thought a fool than to open one's mouth and remove all doubt. - Mark Twain

Again, it's all about what you have to work with. I used my solitary Mythic wildcard I had been seriously getting another Phoenix for my Jeskai with and got a Polyraptor instead for this deck. I wan't a full playset of them anyway so.....

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It is better to remain silent and be thought a fool than to open one's mouth and remove all doubt. - Mark Twain

Hmm, Golgari explore got its ass kicked by both merfolk and dinos. It just can’t get the value train going in time. Usually, by turn 5 you have a few weenies and the opponent has something like a 4/4 unblockable and multiple 3-toughness merfolks, or a bunch of stomping dinos. Granted, I’m missing a lot of cards, but I don’t think that problem can be fixed in principle.

Golgari control, on the other hand, is doing fine. I’ve even found room in it for that weird 2/10 lolgalleon. I’ve pulled 4 of those things from rewards and packs, ugh!

Not surprising really. The explore creatures are mostly bad. I mean, the best case scenario for Branchwalker is you show your opponent your top card to get a Terrain Elemental? And that's one of the best ones. The deck lives or dies by its wildgrowth walkers, and it has no way of protecting those. Maybe a Sultai version with Stormtamer/Dive Down?

Now Path of Discovery, that's an exciting explore card. That with Journey to Eternity should be awesome (and Tendershoot Dryad).

How do you use Path of Discovery? As a 4 drop, it's usually late to the party. Unless you're Nighthawk233 , you want to do something with more immediate impact on your turn 4. Unless.... tokens? Oh boy, exploring vamps! PoD with Call to the Feast! The Johnny in me is stirring...

P.S. To Orzhov players: suppose you have an Ixalan Binding and a Vraska's contempt in hand, and Yondar across the table has a Vraska and a Tetzimoc on the battlefield. Do you bind Tetz and Contempt Vraska (tempting, right?) or vice versa? Answer:

bind Vraska, because Yondar has two more in his hand and you will be sad next turn if you bind Tetz.

That's where the Dryad comes in, the next turn. So every turn (your opponent's too) you're exploring with a Saprolling, and choosing when you want to cast things from your hand or bring them in from the graveyard with Journey.

Played a bunch more games with Esper Control. Finally feel like I have it in a spot that is acceptable. The only issue right now is a bit of a nombo with Settle the Wreckage and Lookout's Dispersal. Feeding land to the opponent turns this into a dead card. Which I've been using as fodder for Nezahal, Primal Tide, so it's not totally dead. I'm thinking of swapping two of them out for different counters (1x Admiral, 1x Spell Swindle).

Lastly, I'd love to slip Opt in here somewhere, but can't find the room for them. Azcanta and the Thaumatics help fixing pretty well.

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